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The Wild Fury is the first deck that players will unlock after the starting deck, and unlike the starting deck’s boost-based strategy, Wild Fury is all about head-on attacks. With most of its cards either dealing direct damage to enemy units or inflicting the Bleed status effect upon them, Wild Fury is all about clearing the board as quickly and viciously as possible. Here’s everything players need to know to get started playing with Wild Fury.

The Basics Of Wild Fury

Mechanically, Wild Fury is more straightforward than the starting deck, but that doesn’t mean it’s easy to use. Whereas the Bulwark deck centers around the boosting mechanic, making the player’s units harder to kill and adding points towards victory at the end of the match, Wild Fury is an aggro deck. If the player isn’t dealing damage, they’re probably losing.

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Whether by dealing direct damage or by inflicting the Bleed status effect and thereby dealing damage over time, Wild Fury shines when it’s removing enemy units from the board and lowering the opponent’s victory points. Even if the player can’t kill a unit in a single blow, they can often soften them up with a combination of Bleeding and direct damage, leaving even the largest units vulnerable to a killing blow.

Though Wild Fury is capable of pumping out serious damage, it’s not enough to just swing at everything in sight. The player will want to concentrate their attacks on removing particularly troublesome units from the board, such as those with annoying end-of-turn effects or those that will keep getting boosted if left alive. Enemies that are allowed to get too big can be hard for Wild Fury to kill, so the key is to wipe them out when they’re still small and manageable, an important tip for beginners.

Important Cards And Strategy

Several Wild Fury units injury themselves in exchange for triggering another useful effect, and since this game lacks Gwent’s classic three-act matches, mistiming the play of these cards can result in a loss. Drummond Berserker injures itself and a random enemy unit by 1 at the end of the turn, and if the Berserker’s Power falls to 3 or less, it transforms into a Bear Abomination (Power 6). An Craite Greatsword damages itself by 6 when Deployed but heals 1 point whenever an enemy takes damage, making it powerful as long as the player is landing consistent hits.

Mesulline Cultist, Panther, and Protofleder can get the injury ball rolling with Rain and Bleeding but usually need another unit to finish the job. Other units (including Ulfhedinn, Sile de Tansarville, and Saesenthessis: Blaze) deal straight damage, which often makes them the go-to cards for finishing off injured foes.

Particularly important is Dagur Two Blades, which boosts itself by 1 whenever an enemy in the opposite row takes damage. The evolved version (gained by defeating an elite enemy) gains an Order that splits 3 damage between enemy units and ignores their Armor, making Dagur Two Blades one of Wild Fury’s best cards all around and well worth skipping a Place of Power in order to evolve him.

As for spells, Thunder and Thunderstorm are both good if the player simply wants to double down on the frontal assault strategy. Edict is fantastic for finishing off injured units (and there are always plenty of those when playing against Wild Fury), though it’s only unlocked at level 32, so players won’t have the best cards in the early game. Wild Fury is an all-or-nothing kind of deck. Players that pick their targets well and eliminate them quickly will find themselves in the victor’s chair more often than not.

Gwent: Rogue Mage is available for PC, Android, and iOS.

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